Merge pull request #6639 from dbolya/GPU_UI_Scaling
Add UI scaling when using GPU with stretched mode.
This commit is contained in:
@@ -72,14 +72,12 @@ import net.runelite.client.plugins.PluginDescriptor;
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import net.runelite.client.plugins.PluginInstantiationException;
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import net.runelite.client.plugins.PluginManager;
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import static net.runelite.client.plugins.gpu.GLUtil.glDeleteBuffer;
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import static net.runelite.client.plugins.gpu.GLUtil.glDeleteFrameBuffer;
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import static net.runelite.client.plugins.gpu.GLUtil.glDeleteRenderbuffers;
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import static net.runelite.client.plugins.gpu.GLUtil.glDeleteTexture;
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import static net.runelite.client.plugins.gpu.GLUtil.glDeleteVertexArrays;
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import static net.runelite.client.plugins.gpu.GLUtil.glDeleteFrameBuffer;
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import static net.runelite.client.plugins.gpu.GLUtil.glGenBuffers;
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import static net.runelite.client.plugins.gpu.GLUtil.glGenFrameBuffer;
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import static net.runelite.client.plugins.gpu.GLUtil.glGenRenderbuffer;
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import static net.runelite.client.plugins.gpu.GLUtil.glGenTexture;
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import static net.runelite.client.plugins.gpu.GLUtil.glGenFrameBuffer;
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import static net.runelite.client.plugins.gpu.GLUtil.glGenVertexArrays;
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import static net.runelite.client.plugins.gpu.GLUtil.inputStreamToString;
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import net.runelite.client.plugins.gpu.template.Template;
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@@ -148,18 +146,21 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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private int glUiVertexShader;
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private int glUiFragmentShader;
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private int glUiPremulProgram;
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private int glUiPremulVertexShader;
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private int glUiPremulFragmentShader;
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private int vaoUiHandle;
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private int vboUiHandle;
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private int fboUiHandle;
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private int texUiHandle;
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// scene vertex buffer id
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private int bufferId;
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// scene uv buffer id
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private int uvBufferId;
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private int fboStretchedHandle;
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private int texStretchedHandle;
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private int rboStretchedHandle;
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private int textureArrayId;
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private int uniformBufferId;
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@@ -204,7 +205,6 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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private int lastViewportHeight;
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private int lastCanvasWidth;
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private int lastCanvasHeight;
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private Dimension lastStretchedDimensions;
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private int centerX;
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private int centerY;
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@@ -213,6 +213,7 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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private int uniProjectionMatrix;
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private int uniBrightness;
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private int uniTex;
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private int uniTexPremul;
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private int uniTextures;
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private int uniTextureOffsets;
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private int uniBlockSmall;
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@@ -303,7 +304,6 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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client.resizeCanvas();
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lastViewportWidth = lastViewportHeight = lastCanvasWidth = lastCanvasHeight = -1;
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lastStretchedDimensions = null;
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textureArrayId = -1;
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@@ -375,7 +375,7 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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shutdownInterfaceTexture();
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shutdownProgram();
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shutdownVao();
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shutdownStretchedFbo();
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shutdownUiFBO();
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}
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if (jawtWindow != null)
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@@ -464,6 +464,14 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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null,
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inputStreamToString(getClass().getResourceAsStream("fragui.glsl")));
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glUiPremulProgram = gl.glCreateProgram();
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glUiPremulVertexShader = gl.glCreateShader(gl.GL_VERTEX_SHADER);
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glUiPremulFragmentShader = gl.glCreateShader(gl.GL_FRAGMENT_SHADER);
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GLUtil.loadShaders(gl, glUiPremulProgram, glUiPremulVertexShader, -1, glUiPremulFragmentShader,
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inputStreamToString(getClass().getResourceAsStream("vertuipremul.glsl")),
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null,
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inputStreamToString(getClass().getResourceAsStream("fraguipremul.glsl")));
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initUniforms();
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}
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@@ -474,6 +482,7 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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uniSmoothBanding = gl.glGetUniformLocation(glProgram, "smoothBanding");
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uniTex = gl.glGetUniformLocation(glUiProgram, "tex");
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uniTexPremul = gl.glGetUniformLocation(glUiPremulProgram, "tex");
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uniTextures = gl.glGetUniformLocation(glProgram, "textures");
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uniTextureOffsets = gl.glGetUniformLocation(glProgram, "textureOffsets");
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@@ -526,6 +535,17 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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gl.glDeleteProgram(glUiProgram);
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glUiProgram = -1;
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///
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gl.glDeleteShader(glUiPremulVertexShader);
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glUiPremulVertexShader = -1;
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gl.glDeleteShader(glUiPremulFragmentShader);
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glUiPremulFragmentShader = -1;
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gl.glDeleteProgram(glUiPremulProgram);
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glUiPremulProgram = -1;
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}
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private void initVao()
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@@ -611,50 +631,45 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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gl.glBindBuffer(gl.GL_UNIFORM_BUFFER, 0);
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}
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private void initStretchedFbo(int width, int height)
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private void initUiFBO(int width, int height)
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{
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// Create and bind the FBO
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fboStretchedHandle = glGenFrameBuffer(gl);
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gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, fboStretchedHandle);
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fboUiHandle = glGenFrameBuffer(gl);
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gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, fboUiHandle);
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// Create color render buffer
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rboStretchedHandle = glGenRenderbuffer(gl);
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gl.glBindRenderbuffer(gl.GL_RENDERBUFFER, rboStretchedHandle);
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gl.glRenderbufferStorage(gl.GL_RENDERBUFFER, gl.GL_RGBA, width, height);
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gl.glFramebufferRenderbuffer(gl.GL_FRAMEBUFFER, gl.GL_COLOR_ATTACHMENT0, gl.GL_RENDERBUFFER, rboStretchedHandle);
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// Create texture
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texStretchedHandle = glGenTexture(gl);
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gl.glBindTexture(gl.GL_TEXTURE_2D, texStretchedHandle);
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// Create the texture to render to
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texUiHandle = glGenTexture(gl);
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gl.glBindTexture(gl.GL_TEXTURE_2D, texUiHandle);
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gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA, width, height, 0, gl.GL_RGBA, gl.GL_UNSIGNED_BYTE, null);
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// Bind texture
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gl.glFramebufferTexture2D(gl.GL_FRAMEBUFFER, gl.GL_COLOR_ATTACHMENT0, gl.GL_TEXTURE_2D, texStretchedHandle, 0);
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// Since this is an intermediate the same size as the input, just use nearest neighbors
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gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST);
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gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST);
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// Attach the texture to the framebuffer
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gl.glFramebufferTexture(gl.GL_FRAMEBUFFER, gl.GL_COLOR_ATTACHMENT0, texUiHandle, 0);
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// Specify that we're going to draw onto color attachment 0
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int drawLocations[] = { gl.GL_COLOR_ATTACHMENT0 };
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gl.glDrawBuffers(1, drawLocations, 0);
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// Reset
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gl.glBindTexture(gl.GL_TEXTURE_2D, 0);
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gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0);
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gl.glBindRenderbuffer(gl.GL_RENDERBUFFER, 0);
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gl.glBindTexture(gl.GL_TEXTURE_2D, 0);
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}
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private void shutdownStretchedFbo()
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private void shutdownUiFBO()
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{
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if (texStretchedHandle != -1)
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if (fboUiHandle != -1)
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{
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glDeleteTexture(gl, texStretchedHandle);
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texStretchedHandle = -1;
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glDeleteFrameBuffer(gl, fboUiHandle);
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fboUiHandle = -1;
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}
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if (fboStretchedHandle != -1)
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if (texUiHandle != -1)
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{
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glDeleteFrameBuffer(gl, fboStretchedHandle);
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fboStretchedHandle = -1;
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}
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if (rboStretchedHandle != -1)
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{
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glDeleteRenderbuffers(gl, rboStretchedHandle);
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rboStretchedHandle = -1;
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glDeleteTexture(gl, texUiHandle);
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texUiHandle = -1;
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}
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}
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@@ -775,26 +790,6 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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lastViewportHeight = viewportHeight;
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}
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// Initialize stretched mode and set draw frame buffer to the stretched fbo
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if (client.isStretchedEnabled())
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{
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Dimension stretchedDimensions = client.getStretchedDimensions();
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if (lastStretchedDimensions == null || !lastStretchedDimensions.equals(stretchedDimensions))
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{
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shutdownStretchedFbo();
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initStretchedFbo(stretchedDimensions.width, stretchedDimensions.height);
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lastStretchedDimensions = stretchedDimensions;
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}
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gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, fboStretchedHandle);
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}
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else if (lastStretchedDimensions != null)
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{
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shutdownStretchedFbo();
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lastStretchedDimensions = null;
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}
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// Clear scene
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gl.glClear(gl.GL_COLOR_BUFFER_BIT);
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@@ -931,10 +926,33 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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}
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final Texture[] textures = textureProvider.getTextures();
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final int heightOff = client.getViewportYOffset();
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final int widthOff = client.getViewportXOffset();
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int renderHeightOff = client.getViewportYOffset();
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int renderWidthOff = client.getViewportXOffset();
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int renderCanvasHeight = canvasHeight;
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int renderViewportHeight = viewportHeight;
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int renderViewportWidth = viewportWidth;
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gl.glViewport(widthOff, canvasHeight - viewportHeight - heightOff, viewportWidth, viewportHeight);
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if (client.isStretchedEnabled())
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{
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Dimension dim = client.getStretchedDimensions();
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renderCanvasHeight = dim.height;
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double scaleFactorY = dim.getHeight() / canvasHeight;
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double scaleFactorX = dim.getWidth() / canvasWidth;
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// Pad the viewport a little because having ints for our viewport dimensions can introduce off-by-one errors.
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final int padding = 1;
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// Ceil the sizes because even if the size is 599.1 we want to treat it as size 600 (i.e. render to the x=599 pixel).
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renderViewportHeight = (int) Math.ceil(scaleFactorY * (renderViewportHeight)) + padding * 2;
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renderViewportWidth = (int) Math.ceil(scaleFactorX * (renderViewportWidth )) + padding * 2;
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// Floor the offsets because even if the offset is 4.9, we want to render to the x=4 pixel anyway.
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renderHeightOff = (int) Math.floor(scaleFactorY * (renderHeightOff)) - padding;
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renderWidthOff = (int) Math.floor(scaleFactorX * (renderWidthOff )) - padding;
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}
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gl.glViewport(renderWidthOff, renderCanvasHeight - renderViewportHeight - renderHeightOff, renderViewportWidth, renderViewportHeight);
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gl.glUseProgram(glProgram);
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@@ -1010,21 +1028,6 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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// Texture on UI
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drawUi(canvasHeight, canvasWidth);
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// Output stretched frame
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if (client.isStretchedEnabled())
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{
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Dimension stretchedDimensions = client.getStretchedDimensions();
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gl.glBindFramebuffer(gl.GL_READ_FRAMEBUFFER, fboStretchedHandle);
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gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, 0);
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gl.glBlitFramebuffer(0, 0, canvasWidth, canvasHeight,
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0, 0, stretchedDimensions.width, stretchedDimensions.height,
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gl.GL_COLOR_BUFFER_BIT, client.isStretchedFast() ? gl.GL_NEAREST : gl.GL_LINEAR);
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// Reset
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gl.glBindFramebuffer(gl.GL_READ_FRAMEBUFFER, 0);
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}
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glDrawable.swapBuffers();
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drawManager.processDrawComplete(this::screenshot);
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@@ -1037,7 +1040,9 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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final int width = bufferProvider.getWidth();
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final int height = bufferProvider.getHeight();
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if (client.getGameState() == GameState.LOGGED_IN)
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// Don't blend on the login screen because the fires overflow their alphas.
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final GameState gameState = client.getGameState();
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if (gameState == GameState.LOGGED_IN)
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{
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gl.glEnable(gl.GL_BLEND);
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}
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@@ -1046,8 +1051,6 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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gl.glDisable(gl.GL_BLEND);
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}
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gl.glViewport(0, 0, canvasWidth, canvasHeight);
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vertexBuffer.clear(); // reuse vertex buffer for interface
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vertexBuffer.ensureCapacity(pixels.length);
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@@ -1063,19 +1066,73 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA, width, height, 0, gl.GL_BGRA, gl.GL_UNSIGNED_INT_8_8_8_8_REV, interfaceBuffer);
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lastCanvasWidth = canvasWidth;
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lastCanvasHeight = canvasHeight;
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shutdownUiFBO();
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initUiFBO(width, height);
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}
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else
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{
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gl.glTexSubImage2D(gl.GL_TEXTURE_2D, 0, 0, 0, width, height, gl.GL_BGRA, gl.GL_UNSIGNED_INT_8_8_8_8_REV, interfaceBuffer);
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}
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gl.glUseProgram(glUiProgram);
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// First pass: pre-multiply alpha. But only do it if we're blending.
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if (gameState == GameState.LOGGED_IN && client.isStretchedEnabled() && !client.isStretchedFast())
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{
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// Setup
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gl.glDisable(gl.GL_BLEND);
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gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, fboUiHandle);
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gl.glViewport(0, 0, width, height);
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gl.glClear(gl.GL_COLOR_BUFFER_BIT);
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// Bind texture to shader
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gl.glActiveTexture(gl.GL_TEXTURE0);
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gl.glBindTexture(gl.GL_TEXTURE_2D, interfaceTexture);
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// Set up uniforms
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gl.glUseProgram(glUiPremulProgram);
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gl.glUniform1i(uniTexPremul, 0);
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// Do render call
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gl.glBindVertexArray(vaoUiHandle);
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gl.glDrawArrays(gl.GL_TRIANGLE_FAN, 0, 4);
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// Cleanup
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gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0);
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gl.glEnable(gl.GL_BLEND);
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// Bind the texture we just drew to for use in pass 2
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gl.glBindTexture(gl.GL_TEXTURE_2D, texUiHandle);
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// Change the blend function to use pre-multiplied alpha
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gl.glBlendFunc(gl.GL_ONE, gl.GL_ONE_MINUS_SRC_ALPHA);
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}
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else
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{
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gl.glBindTexture(gl.GL_TEXTURE_2D, interfaceTexture);
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}
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// Second pass: render onto the screen
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if (client.isStretchedEnabled())
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{
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Dimension dim = client.getStretchedDimensions();
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gl.glViewport(0, 0, dim.width, dim.height);
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}
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else
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{
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gl.glViewport(0, 0, canvasWidth, canvasHeight);
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}
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// Use the texture bound in the first pass
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gl.glUseProgram(glUiProgram);
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gl.glUniform1i(uniTex, 0);
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// Set the sampling function used when stretching the UI.
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// This is probably better done with sampler objects instead of texture parameters, but this is easier and likely more portable.
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// See https://www.khronos.org/opengl/wiki/Sampler_Object for details.
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if (client.isStretchedEnabled())
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{
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final int function = client.isStretchedFast() ? gl.GL_NEAREST : gl.GL_LINEAR;
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gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, function);
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gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, function);
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}
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// Texture on UI
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gl.glBindVertexArray(vaoUiHandle);
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gl.glDrawArrays(gl.GL_TRIANGLE_FAN, 0, 4);
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@@ -0,0 +1,37 @@
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/*
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* Copyright (c) 2018, Adam <Adam@sigterm.info>
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
|
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* modification, are permitted provided that the following conditions are met:
|
||||
*
|
||||
* 1. Redistributions of source code must retain the above copyright notice, this
|
||||
* list of conditions and the following disclaimer.
|
||||
* 2. Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
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*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
|
||||
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
|
||||
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
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*/
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#version 330
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layout (location = 0) out vec4 color;
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uniform sampler2D tex;
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in vec2 TexCoord;
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void main()
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{
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vec4 c = texture(tex, TexCoord);
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color = vec4(c.rgb * c.a, c.a);
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}
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@@ -0,0 +1,38 @@
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/*
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* Copyright (c) 2018, Adam <Adam@sigterm.info>
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* All rights reserved.
|
||||
*
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||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
*
|
||||
* 1. Redistributions of source code must retain the above copyright notice, this
|
||||
* list of conditions and the following disclaimer.
|
||||
* 2. Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
|
||||
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
|
||||
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
#version 330
|
||||
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec2 aTexCoord;
|
||||
|
||||
out vec2 TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(aPos, 1.0);
|
||||
|
||||
// Flip the UV because it's pre-flipped in the ui texture buffer, but we don't need it to be flipped here.
|
||||
TexCoord = vec2(aTexCoord.x, 1 - aTexCoord.y);
|
||||
}
|
||||
Reference in New Issue
Block a user